- ISSN: 2155-7993
- Journal of Modern Education Review
The Academic Impacts of Oxford Achiever on Hong Kong Primary School Students: A Self-determination Case Study
(Bank of Communications, Xuanwu Branch, China)
Abstract: Gamification is the application of game design elements in non-gaming contexts. To study the impacts of gamification on L2 early English learners, this paper examines the impacts of a gamified e-learning tool on primary school students, and presents a case that argues gamified e-learning can effectively help students to learn English. Findings from reading tests, questionnaires, and focus group interviews confirm that argument, providing valuable insight for future e-learning design. Further studies need to be constructed on a longitudinal scale and scrutinize specific game elements to study their impacts on English learning.
Key words: E-learning, gamification, self-determination, engagement